1/*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "util/u_pack_color.h"
25#include "util/u_upload_mgr.h"
26
27#include "v3d_context.h"
28#include "compiler/v3d_compiler.h"
29
30/* We don't expect that the packets we use in this file change across across
31 * hw versions, so we just include directly the v33 header
32 */
33#include "broadcom/cle/v3d_packet_v33_pack.h"
34
35static uint32_t
36get_texrect_scale(struct v3d_texture_stateobj *texstate,
37                  enum quniform_contents contents,
38                  uint32_t data)
39{
40        struct pipe_sampler_view *texture = texstate->textures[data];
41        uint32_t dim;
42
43        if (contents == QUNIFORM_TEXRECT_SCALE_X)
44                dim = texture->texture->width0;
45        else
46                dim = texture->texture->height0;
47
48        return fui(1.0f / dim);
49}
50
51static uint32_t
52get_texture_size(struct v3d_texture_stateobj *texstate,
53                 enum quniform_contents contents,
54                 uint32_t data)
55{
56        struct pipe_sampler_view *texture = texstate->textures[data];
57        switch (contents) {
58        case QUNIFORM_TEXTURE_WIDTH:
59                if (texture->target == PIPE_BUFFER) {
60                        return texture->u.buf.size /
61                                util_format_get_blocksize(texture->format);
62                } else {
63                        return u_minify(texture->texture->width0,
64                                        texture->u.tex.first_level);
65                }
66        case QUNIFORM_TEXTURE_HEIGHT:
67                return u_minify(texture->texture->height0,
68                                texture->u.tex.first_level);
69        case QUNIFORM_TEXTURE_DEPTH:
70                assert(texture->target != PIPE_BUFFER);
71                return u_minify(texture->texture->depth0,
72                                texture->u.tex.first_level);
73        case QUNIFORM_TEXTURE_ARRAY_SIZE:
74                assert(texture->target != PIPE_BUFFER);
75                return texture->texture->array_size;
76        case QUNIFORM_TEXTURE_LEVELS:
77                assert(texture->target != PIPE_BUFFER);
78                return (texture->u.tex.last_level -
79                        texture->u.tex.first_level) + 1;
80        default:
81                unreachable("Bad texture size field");
82        }
83}
84
85static uint32_t
86get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
87               enum quniform_contents contents,
88               uint32_t data)
89{
90        struct v3d_image_view *image = &shaderimg->si[data];
91
92        switch (contents) {
93        case QUNIFORM_IMAGE_WIDTH:
94                if (image->base.resource->target == PIPE_BUFFER) {
95                        return image->base.u.buf.size /
96                                util_format_get_blocksize(image->base.format);
97                } else {
98                        return u_minify(image->base.resource->width0,
99                                        image->base.u.tex.level);
100                }
101        case QUNIFORM_IMAGE_HEIGHT:
102                assert(image->base.resource->target != PIPE_BUFFER);
103                return u_minify(image->base.resource->height0,
104                                image->base.u.tex.level);
105        case QUNIFORM_IMAGE_DEPTH:
106                assert(image->base.resource->target != PIPE_BUFFER);
107                return u_minify(image->base.resource->depth0,
108                                image->base.u.tex.level);
109        case QUNIFORM_IMAGE_ARRAY_SIZE:
110                assert(image->base.resource->target != PIPE_BUFFER);
111                return image->base.resource->array_size;
112        default:
113                unreachable("Bad texture size field");
114        }
115}
116
117/**
118 *  Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
119 *
120 * Some bits of this field are dependent on the type of sample being done by
121 * the shader, while other bits are dependent on the sampler state.  We OR the
122 * two together here.
123 */
124static void
125write_texture_p0(struct v3d_job *job,
126                 struct v3d_cl_out **uniforms,
127                 struct v3d_texture_stateobj *texstate,
128                 uint32_t unit,
129                 uint32_t shader_data)
130{
131        struct pipe_sampler_state *psampler = texstate->samplers[unit];
132        struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
133
134        cl_aligned_u32(uniforms, shader_data | sampler->p0);
135}
136
137/** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */
138static void
139write_texture_p1(struct v3d_job *job,
140                 struct v3d_cl_out **uniforms,
141                 struct v3d_texture_stateobj *texstate,
142                 uint32_t data)
143{
144        /* Extract the texture unit from the top bits, and the compiler's
145         * packed p1 from the bottom.
146         */
147        uint32_t unit = data >> 5;
148        uint32_t p1 = data & 0x1f;
149
150        struct pipe_sampler_view *psview = texstate->textures[unit];
151        struct v3d_sampler_view *sview = v3d_sampler_view(psview);
152
153        struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
154                .texture_state_record_base_address = texstate->texture_state[unit],
155        };
156
157        uint32_t packed;
158        V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
159                                                         (uint8_t *)&packed,
160                                                         &unpacked);
161
162        cl_aligned_u32(uniforms, p1 | packed | sview->p1);
163}
164
165/** Writes the V3D 4.x TMU configuration parameter 0. */
166static void
167write_tmu_p0(struct v3d_job *job,
168             struct v3d_cl_out **uniforms,
169             struct v3d_texture_stateobj *texstate,
170             uint32_t data)
171{
172        int unit = v3d_unit_data_get_unit(data);
173        struct pipe_sampler_view *psview = texstate->textures[unit];
174        struct v3d_sampler_view *sview = v3d_sampler_view(psview);
175        /* GL_OES_texture_buffer spec:
176         *     "If no buffer object is bound to the buffer texture, the
177         *      results of the texel access are undefined."
178         *
179         * This can be interpreted as allowing any result to come back, but
180         * not terminate the program (and some tests interpret that).
181         *
182         * FIXME: just return is not a full valid solution, as it could still
183         * try to get a wrong address for the shader state address. Perhaps we
184         * would need to set up a BO with a "default texture state"
185         */
186        if (sview == NULL)
187                return;
188
189        struct v3d_resource *rsc = v3d_resource(sview->texture);
190
191        cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
192                         v3d_unit_data_get_offset(data));
193        v3d_job_add_bo(job, rsc->bo);
194}
195
196static void
197write_image_tmu_p0(struct v3d_job *job,
198                   struct v3d_cl_out **uniforms,
199                   struct v3d_shaderimg_stateobj *img,
200                   uint32_t data)
201{
202        /* Extract the image unit from the top bits, and the compiler's
203         * packed p0 from the bottom.
204         */
205        uint32_t unit = data >> 24;
206        uint32_t p0 = data & 0x00ffffff;
207
208        struct v3d_image_view *iview = &img->si[unit];
209        struct v3d_resource *rsc = v3d_resource(iview->base.resource);
210
211        cl_aligned_reloc(&job->indirect, uniforms,
212                         v3d_resource(iview->tex_state)->bo,
213                         iview->tex_state_offset | p0);
214        v3d_job_add_bo(job, rsc->bo);
215}
216
217/** Writes the V3D 4.x TMU configuration parameter 1. */
218static void
219write_tmu_p1(struct v3d_job *job,
220             struct v3d_cl_out **uniforms,
221             struct v3d_texture_stateobj *texstate,
222             uint32_t data)
223{
224        uint32_t unit = v3d_unit_data_get_unit(data);
225        struct pipe_sampler_state *psampler = texstate->samplers[unit];
226        struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
227        struct pipe_sampler_view *psview = texstate->textures[unit];
228        struct v3d_sampler_view *sview = v3d_sampler_view(psview);
229        int variant = 0;
230
231        /* If we are being asked by the compiler to write parameter 1, then we
232         * need that. So if we are at this point, we should expect to have a
233         * sampler and psampler. As an additional assert, we can check that we
234         * are not on a texel buffer case, as these don't have a sampler.
235         */
236        assert(psview->target != PIPE_BUFFER);
237        assert(sampler);
238        assert(psampler);
239
240        if (sampler->border_color_variants)
241                variant = sview->sampler_variant;
242
243        cl_aligned_reloc(&job->indirect, uniforms,
244                         v3d_resource(sampler->sampler_state)->bo,
245                         sampler->sampler_state_offset[variant] |
246                         v3d_unit_data_get_offset(data));
247}
248
249struct v3d_cl_reloc
250v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
251                   struct v3d_compiled_shader *shader,
252                   enum pipe_shader_type stage)
253{
254        struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
255        struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
256        struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
257        const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
258
259        /* The hardware always pre-fetches the next uniform (also when there
260         * aren't any), so we always allocate space for an extra slot. This
261         * fixes MMU exceptions reported since Linux kernel 5.4 when the
262         * uniforms fill up the tail bytes of a page in the indirect
263         * BO. In that scenario, when the hardware pre-fetches after reading
264         * the last uniform it will read beyond the end of the page and trigger
265         * the MMU exception.
266         */
267        v3d_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
268
269        struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
270        v3d_bo_reference(uniform_stream.bo);
271
272        struct v3d_cl_out *uniforms =
273                cl_start(&job->indirect);
274
275        for (int i = 0; i < uinfo->count; i++) {
276                uint32_t data = uinfo->data[i];
277
278                switch (uinfo->contents[i]) {
279                case QUNIFORM_CONSTANT:
280                        cl_aligned_u32(&uniforms, data);
281                        break;
282                case QUNIFORM_UNIFORM:
283                        cl_aligned_u32(&uniforms, gallium_uniforms[data]);
284                        break;
285                case QUNIFORM_VIEWPORT_X_SCALE:
286                        cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
287                        break;
288                case QUNIFORM_VIEWPORT_Y_SCALE:
289                        cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
290                        break;
291
292                case QUNIFORM_VIEWPORT_Z_OFFSET:
293                        cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
294                        break;
295                case QUNIFORM_VIEWPORT_Z_SCALE:
296                        cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
297                        break;
298
299                case QUNIFORM_USER_CLIP_PLANE:
300                        cl_aligned_f(&uniforms,
301                                     v3d->clip.ucp[data / 4][data % 4]);
302                        break;
303
304                case QUNIFORM_TMU_CONFIG_P0:
305                        write_tmu_p0(job, &uniforms, texstate, data);
306                        break;
307
308                case QUNIFORM_TMU_CONFIG_P1:
309                        write_tmu_p1(job, &uniforms, texstate, data);
310                        break;
311
312                case QUNIFORM_IMAGE_TMU_CONFIG_P0:
313                        write_image_tmu_p0(job, &uniforms,
314                                           &v3d->shaderimg[stage], data);
315                        break;
316
317                case QUNIFORM_TEXTURE_CONFIG_P1:
318                        write_texture_p1(job, &uniforms, texstate,
319                                         data);
320                        break;
321
322                case QUNIFORM_TEXRECT_SCALE_X:
323                case QUNIFORM_TEXRECT_SCALE_Y:
324                        cl_aligned_u32(&uniforms,
325                                       get_texrect_scale(texstate,
326                                                         uinfo->contents[i],
327                                                         data));
328                        break;
329
330                case QUNIFORM_TEXTURE_WIDTH:
331                case QUNIFORM_TEXTURE_HEIGHT:
332                case QUNIFORM_TEXTURE_DEPTH:
333                case QUNIFORM_TEXTURE_ARRAY_SIZE:
334                case QUNIFORM_TEXTURE_LEVELS:
335                        cl_aligned_u32(&uniforms,
336                                       get_texture_size(texstate,
337                                                        uinfo->contents[i],
338                                                        data));
339                        break;
340
341                case QUNIFORM_IMAGE_WIDTH:
342                case QUNIFORM_IMAGE_HEIGHT:
343                case QUNIFORM_IMAGE_DEPTH:
344                case QUNIFORM_IMAGE_ARRAY_SIZE:
345                        cl_aligned_u32(&uniforms,
346                                       get_image_size(&v3d->shaderimg[stage],
347                                                      uinfo->contents[i],
348                                                      data));
349                        break;
350
351                case QUNIFORM_LINE_WIDTH:
352                        cl_aligned_f(&uniforms,
353                                     v3d->rasterizer->base.line_width);
354                        break;
355
356                case QUNIFORM_AA_LINE_WIDTH:
357                        cl_aligned_f(&uniforms, v3d_get_real_line_width(v3d));
358                        break;
359
360                case QUNIFORM_UBO_ADDR: {
361                        uint32_t unit = v3d_unit_data_get_unit(data);
362                        /* Constant buffer 0 may be a system memory pointer,
363                         * in which case we want to upload a shadow copy to
364                         * the GPU.
365                        */
366                        if (!cb->cb[unit].buffer) {
367                                u_upload_data(v3d->uploader, 0,
368                                              cb->cb[unit].buffer_size, 16,
369                                              cb->cb[unit].user_buffer,
370                                              &cb->cb[unit].buffer_offset,
371                                              &cb->cb[unit].buffer);
372                        }
373
374                        cl_aligned_reloc(&job->indirect, &uniforms,
375                                         v3d_resource(cb->cb[unit].buffer)->bo,
376                                         cb->cb[unit].buffer_offset +
377                                         v3d_unit_data_get_offset(data));
378                        break;
379                }
380
381                case QUNIFORM_SSBO_OFFSET: {
382                        struct pipe_shader_buffer *sb =
383                                &v3d->ssbo[stage].sb[data];
384
385                        cl_aligned_reloc(&job->indirect, &uniforms,
386                                         v3d_resource(sb->buffer)->bo,
387                                         sb->buffer_offset);
388                        break;
389                }
390
391                case QUNIFORM_GET_SSBO_SIZE:
392                        cl_aligned_u32(&uniforms,
393                                       v3d->ssbo[stage].sb[data].buffer_size);
394                        break;
395
396                case QUNIFORM_TEXTURE_FIRST_LEVEL:
397                        cl_aligned_f(&uniforms,
398                                     texstate->textures[data]->u.tex.first_level);
399                        break;
400
401                case QUNIFORM_SPILL_OFFSET:
402                        cl_aligned_reloc(&job->indirect, &uniforms,
403                                         v3d->prog.spill_bo, 0);
404                        break;
405
406                case QUNIFORM_SPILL_SIZE_PER_THREAD:
407                        cl_aligned_u32(&uniforms,
408                                       v3d->prog.spill_size_per_thread);
409                        break;
410
411                case QUNIFORM_NUM_WORK_GROUPS:
412                        cl_aligned_u32(&uniforms,
413                                       v3d->compute_num_workgroups[data]);
414                        break;
415
416                case QUNIFORM_SHARED_OFFSET:
417                        cl_aligned_reloc(&job->indirect, &uniforms,
418                                         v3d->compute_shared_memory, 0);
419                        break;
420
421                case QUNIFORM_FB_LAYERS:
422                        cl_aligned_u32(&uniforms, job->num_layers);
423                        break;
424
425                default:
426                        assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
427
428                        write_texture_p0(job, &uniforms, texstate,
429                                         uinfo->contents[i] -
430                                         QUNIFORM_TEXTURE_CONFIG_P0_0,
431                                         data);
432                        break;
433
434                }
435#if 0
436                uint32_t written_val = *((uint32_t *)uniforms - 1);
437                fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
438                        shader, i, __gen_address_offset(&uniform_stream) + i * 4,
439                        written_val, uif(written_val));
440                vir_dump_uniform(uinfo->contents[i], data);
441                fprintf(stderr, "\n");
442#endif
443        }
444
445        cl_end(&job->indirect, uniforms);
446
447        return uniform_stream;
448}
449
450void
451v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
452{
453        uint32_t dirty = 0;
454
455        for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
456                switch (shader->prog_data.base->uniforms.contents[i]) {
457                case QUNIFORM_CONSTANT:
458                        break;
459                case QUNIFORM_UNIFORM:
460                case QUNIFORM_UBO_ADDR:
461                        dirty |= V3D_DIRTY_CONSTBUF;
462                        break;
463
464                case QUNIFORM_VIEWPORT_X_SCALE:
465                case QUNIFORM_VIEWPORT_Y_SCALE:
466                case QUNIFORM_VIEWPORT_Z_OFFSET:
467                case QUNIFORM_VIEWPORT_Z_SCALE:
468                        dirty |= V3D_DIRTY_VIEWPORT;
469                        break;
470
471                case QUNIFORM_USER_CLIP_PLANE:
472                        dirty |= V3D_DIRTY_CLIP;
473                        break;
474
475                case QUNIFORM_TMU_CONFIG_P0:
476                case QUNIFORM_TMU_CONFIG_P1:
477                case QUNIFORM_TEXTURE_CONFIG_P1:
478                case QUNIFORM_TEXTURE_FIRST_LEVEL:
479                case QUNIFORM_TEXRECT_SCALE_X:
480                case QUNIFORM_TEXRECT_SCALE_Y:
481                case QUNIFORM_TEXTURE_WIDTH:
482                case QUNIFORM_TEXTURE_HEIGHT:
483                case QUNIFORM_TEXTURE_DEPTH:
484                case QUNIFORM_TEXTURE_ARRAY_SIZE:
485                case QUNIFORM_TEXTURE_LEVELS:
486                case QUNIFORM_SPILL_OFFSET:
487                case QUNIFORM_SPILL_SIZE_PER_THREAD:
488                        /* We could flag this on just the stage we're
489                         * compiling for, but it's not passed in.
490                         */
491                        dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
492                                 V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
493                        break;
494
495                case QUNIFORM_SSBO_OFFSET:
496                case QUNIFORM_GET_SSBO_SIZE:
497                        dirty |= V3D_DIRTY_SSBO;
498                        break;
499
500                case QUNIFORM_IMAGE_TMU_CONFIG_P0:
501                case QUNIFORM_IMAGE_WIDTH:
502                case QUNIFORM_IMAGE_HEIGHT:
503                case QUNIFORM_IMAGE_DEPTH:
504                case QUNIFORM_IMAGE_ARRAY_SIZE:
505                        dirty |= V3D_DIRTY_SHADER_IMAGE;
506                        break;
507
508                case QUNIFORM_LINE_WIDTH:
509                case QUNIFORM_AA_LINE_WIDTH:
510                        dirty |= V3D_DIRTY_RASTERIZER;
511                        break;
512
513                case QUNIFORM_NUM_WORK_GROUPS:
514                case QUNIFORM_SHARED_OFFSET:
515                        /* Compute always recalculates uniforms. */
516                        break;
517
518                case QUNIFORM_FB_LAYERS:
519                        dirty |= V3D_DIRTY_FRAMEBUFFER;
520                        break;
521
522                default:
523                        assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
524                        dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
525                                 V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
526                        break;
527                }
528        }
529
530        shader->uniform_dirty_bits = dirty;
531}
532